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1266 Chapter 14: character studio
To load Motion Flow Editor files: (page 2–1033)
To append Motion Flow Editor files: (page 2–1033)
To manually customize transitions between two
clips: (page 2–1034)
To automatically customize transitions between two
clips: (page 2–1035)
To create a random script for one biped: (page
2–1036)
To customize transi tion “weighting” and setting a
start clip: (page 2–1037)
Example: To create a unified motion: (page 2–1038)
Example: To share a random motion flow among
multiple bipeds: (page 2–1039)
To apply a shared motion flow to a different group
of bipeds: (page 2–1041)
To load a Motion Flow scene from another system:
(page 2–1042)
Posing the Biped
To link a mechanical character to the biped (without
Physique): (page 2–855)
To fit biped legs to the skin: (page 2–850)
To fit the spine to the skin torso: (page 2–850)
To fit both arms using copy/paste: (page 2–851)
To pose both arms simultaneously: (page 2–851)
To create a symmetrical pose by copying one side of
the biped to the other: (page 2–851)
To copy a posture: (page 2–912)
To paste the posture: (page 2–912)
To copy a track from one biped to another: (page
2–927)
To copy the entire pose of a biped: (page 2–912)
To attach a mesh to a bones hierarchy using
Physique: (page 2–1106)
Applying Physique
To attach a mesh to a biped using Physique: (page
2–1106)
To adjust default e nvelope shape: (page 2–1087)
To a dju s t e n vel opes aroun d the bip e d’s pelv i s : ( p age
2–1087)
To a d d a b one afte r y ou’ ve a lre ady u s ed At t a ch To
Node: (page 2–1107)
To troubleshoot bulges and tendons: (page 2–1109)
To select and edit cross sections: (page 2–1088)
To copy an envelope and its settings to a mirror ed
link (for example, fr om one thigh to the other):
(page 2–1088)
To copy all Bulge angles fr om one link to its opposite:
(page 2–1143)
To use Select Nearest Bulge Angle: (page 2–1144)
To remove a link ’s infl uence on vertices: (page
2–1151)
To check vertex assignments: (page 2–1151)
To remove deformable vertices from a link’s
influence: (page 2–1151)
To override vertex assignments manually: (page
2–1151)
To make vertices r igid: (page 2–1152)
To have a spline influence a mesh: (page 2–1110)
To apply Physique to an FFD to animate the entire
mesh: (page 2–1105)
TouseanFFDtocomplementtheeffectsofPhysique
on a portion of a character mesh: (page 2–1105)
To make compressible bones (bones with end
effectors): (page 2–1081)